Combat Medic Archive

Thread: whats better? MCM w/ PISTOLEER or RIFLEMEN

JoshuaHetzler
Sun Sep 18, 2005 1:03 pm
#1

i am a MCM master pistoleer and some doc..

and i can't get xp at all, i end up dying everytime

grinding is impossible

i think i need to change my template

any suggestions would help

i think riflemen might be better because i'll be further away from the killing zone
Zimal
Sun Sep 18, 2005 1:17 pm
#2

no offence ment... ok well offence ment



but neither are bad, and neither is 'better'. You need to sit back and take a look at your profesion templete and realize if it's really what kind of a character you want to play.. and how does one play it effectivly. it is true rifleman is further and does more damage then pistoleer... but pistol's give more utility, which is helpful to the cm profesion... but again there is no best or worst... it's all how you play...



but the offense part was more in realtion to this next part...


the reason you "can't get xp at all" is probably because you are spliting the xp gian by healing and fighting.. and then the reason you die is because you are out aggroing the mobs then the rest of your group. Cause you are healing and doin damage.



Hate Guide Thingy

here is a link to a hate guide i wrote which may or may not help.. believe there is another one somewhere just not sure where it was... think doc forums and stickied but eh...

hope that helps you a little bit



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
PyscoJuggalo
Sun Sep 18, 2005 4:10 pm
#3

If wookie go Rifleman, if not go Pistoleer. This is the way to live your SWG life



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xova
Sun Sep 18, 2005 5:45 pm
#4


I agree with Zimal, and I'll add a few thoughts of my own since I have the same template as you. Pistols is a short-range profession. You are at best 35 meters from the fighting. So you're going to be in the thick of things. And the job of a pistoleer is crowd control. Pick off a few targets, wear them down with a few well-aimed shots, intimidate them a little, root them if necessary. For the MCM side, your job is to heal on the fly and use your CM attacks to further wear down the opposition. From your max range hit them with a nice deuterium toss, run up close and slap electrolyte drain to slow them down, then pick and choose from there.


If you are dying quickly in battle, it's most likely because you are aggroing the MOB's with your heals. You've got three heals available to you as a MCM - Bacta Shot, Bacta Toss, and Bacta Spray. Each one is appropriate for certain situations. The temptation is to use Bacta Spray because it heals you and everyone else around for a lot of damage. But it also sets off the healer aggro with no hesitation. So save Bacta Spray for those desperate situations when the fight is going bad and you need to quickly heal the max number of people in the shortest amount of time possible. It should not be your default heal.


That leaves you with Bacta Shot and Bacta Toss. Bacta Shot heals for a lot of damage at MCM (about 1100 points), has a short cooldown and is the heal you should use when the target is close (within 9m.) Bacta Toss is what you use when the target is farther away and you can't quickly run to them. Bacta Shot can be performed on the fly (i.e. while running) whereas Bacta Toss roots you, making you vulnerable to attack.


As a Pistoleer, I find that I use Bacta Shot to heal my groupmates far more than I use Bacta Toss, and I rarely ever use Bacta Spray (not because it isn't useful, but because it is my last-resort heal.) I also rarely aggro the MOB's anymore, and I am free to run about performing crowd control with my Pistol.


So the bottom line is that you need to spend some time expirimenting with the skills you have to find the best fit for you. Myself, I love being in the thick of things. But if you prefer to dish out damage from a distance, then perhaps you should give up pistols and go rifles instead. It all depends on your personal play-style.




=====================================
ZIkuriZ
Entertainer | Muse | Highlight
=====================================
The lovely lady of the mystical starlights.

Zimal
Sun Sep 18, 2005 5:54 pm
#5


thanks for putting that more elegantly then me Xova






=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
KaitouLotus
Mon Sep 19, 2005 11:32 am
#6

I really dig M.Pistols and MCM.. I was MCM MCarbs for a while, and wow, what a difference.


Albeit pistols have a shorter range, the shots it offers compliment combat medic really well. Stopping shot + Deuterium Toss + Infect + Hemhorrage + Electrolyte drain is awesome.


Get yourself an FWG5 with 384-996 dmg, and speed to boot, and you're golden. I've got a JOKER made FWG5, sliced for speed, and its like I never stop firing, so throw that in the mix with the variety of states and whatnot that CM has to offer, and it rocks... I've never been rifleman, I had the sniping and counter-sniping lines at one point, and long-range just isn't my bag. I love to be in the thick of the battle. Carbines are great as well, but you'll never be able to fire as fast as pistols.. I'm biased as a pistoleer, but I think that Pistoleer and MCM go hand-in-hand.


JoshuaHetzler
Mon Sep 19, 2005 5:39 pm
#7

thank you all for your advice

it has been very helpful




bigpimpdx
Mon Sep 19, 2005 6:24 pm
#8

OK, my 2 cents. If you think about it you really can't do anything CM wise without being within 35m of the action anyway. You can't bacta toss, spray or shot unless close to it all and if someone needs a shot then the animal is right next to em. All your states and such are either within 10m or 35 m also, so really in my opinion if the choice is between pistols or rifles to compliment CM I would choose pistols. BTW, the vendor in my sig has a nice featherweight on it if your interested.........



Bigglesworth Bogladash / Elder Jedi
Bugglesworth Bogladash / Elder Weaponsmith
Bygglesworth Bogladash / Future Officer

Vendors located in the NERFD Mall in Zephyrus on Rori
Vendor WP / -3693 , -5839

Zimal
Mon Sep 19, 2005 6:38 pm
#9

not the trade forums bigpimpdx



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
GlargTheKelfn
Tue Sep 20, 2005 12:15 am
#10

mcm / pistols is a killer combo, but you have to play smart and use your states and dots. for anything melee based, use your cm snare, thyroid rupture, then state em, and plink away with your best shot, while running in circles.

the upside ot pistoleer is low sac weapons, so with a good weapon, food and a sac pup, you never run out of action no matter what you spam. the downside is you do less damage per shot.

also remeber, bacta spay = 'hey bad guys, everyone attack me please' button when near a nme group.




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

sunflwgal
Tue Sep 20, 2005 4:29 am
#11



GlargTheKelfn wrote:
also remeber, bacta spay = 'hey bad guys, everyone attack me please' button when near a nme group.


Thanks. This answered a nagging concern I'd been having. I'm chaning my default heal to shot as of today.



======================================
Socia Sitari
Imperial Ace Pilot ("The Black Rose")
Elder Bounty Hunter/Elder Combat Medic
======================================

Brainplay
Tue Sep 20, 2005 4:35 am
#12


Rifles, pistols, carbines.... they all have their strengths and weaknesses. But unless you've learned how to work within those bonuses and limitations you'll die....constantly.


Pistols- good crowd control, low end damage, incredible SAC, 35m range which works both as an advantage and disadvantage.


Carbines- medium crowd control, best comprimise between SAC and damage, 50m range which allows for more options.


Rifles- low crowd control, highest damage, high SAC, 65m range



Speed is no longer a consideration thanks to the new BH looted scopes and cells as well as the diminishing returns scale for speed. Someone with a 2.1 speed weapons is going to fire very slightly faster than someone with a 2.3 speed weapon. Accuracy betwen the professions is relatively the same so is not really a factor.


Pistols are great because they have one of the highest craftable kinetic damage weapon in the game aka- the featherweight FWG5. These bypass PSG's and tear up the very popular energy layered recon armor many people wear. However, kinetic doesn't affect NPC's hardly as well.


Their 35m range requires you to be within a short distance of your opponent which makes for quick debuffs. Unfortunately it doesn't leave you much room if you need to flee the situation and makes for easy kiting (unless you have the +15 ranged arms). Additionally if yourgroup is facing off against another ranged group you will need to be out in the very front in order to do damage while still trying to stay in range of the your groupmates. Being out in front is not something you want to do as a CM.


Carbines are great because the comprimise on the two most important things in a fight. Damage and SAC. While not as low as pistols the 73 SAC on carbines is still fairly impressive. Additionally the damage cap of 1060 packs the extra punch that pistols lack while still having a rate of fire duration that rifles lack due to SAC. Their kinetic carbine is very nice but sadly has one of the highest "enhancer" requirement in the game.


The 50m range gives more movement options to the carbineer allowing them to engage targets safely at range while still being close to the other groupmates and able to blend in with them so as to not make too much of a target. They will still be required to swoop in to add debuffs should the situation require but still have the option to swoop out and get to safety. Carbines get a single and area snare which while not as effective as pistoleer's "stopping shot" can still play a role especially if "kiting" is going to be initiated. Not AS usefull against those pesky jedi, melee, or creature NPC's but still helpful.


Rifles are great because of the incredible damage they can lay down. Their 1182 damage cap is impressive and can outdamage any other weapon out there. Thanks to the new dimishing returns system and the new BH loot, rifles can now achieve speeds that were highly impossible in the past with krayt tissue only putting them almost in parallel with pistol speeds. However, their 82 SAC means that they cannot keep up their damage output for very long even with buffs, food, and spice making the initial barrage the most important attack.


The 65m range gives them the best movement options available. They can engage their targets at max range while still keeping in contact with the rest of the group. However, they will have a hard time applying debuffs and must swoop in from any given range. This range gives you the option of "kiting" much more safely unless you opponent is also a rifleman. The single target snare helps immensly with this strategy although its very short in duration.



As you can see all three weapon types have good and bad sides to them. The only thing now is to learn how to correctly apply these skills to any given situation.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Kevincole93
Tue Sep 20, 2005 1:52 pm
#13

Well, I'm a CM/Rifleman And Getting Novice Pistols With stopping shot lets Riflemen Use their Close range attacks. then allows us to run back and fire our shots. In a group we can still do good DMG from a close enough range to run in and heal Group members.



Zidak Llama- Imperial Master Respec Noob Jedi, Elder Rifleman/Commando, Level 90

Kasik Llama- A few days short of being an NGE noob Char, lvl 90 Commando.

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